Military logistics

Military logistics

The present Simple Military Logistics Model would allow to simulate supply chain, thereby having increased importance of infrastructure, decrease in the troops efficiency at supply interruption and adds to game such military strategies and operations as:

  • troop withdrawal and reinforcements,
  • pincer movement and encirclement,
  • strategic bombing.

I. Transportation of Troops

If two adjacent provinces have at least level 1 infrastructure, there is possible to send the troops between these provinces by railway rolling stock.

It could look similar to port operations and the movement on oceans:

a) loading and unloading is allowed only in the center of a province in a place of roads crossing.

b) loading and unloading takes time and depends from infrastructure level.

c) at the time of loading, unloading and in the movement units are very vulnerable.

d) all units that use rolling stock moving at the equal speed which depends on the level of infrastructure and doesn't depend on terrain type.

Table 1. Movement time from Warsaw to Turin by the current rules and on rolling stocks.

In the table are used the following values:

infantry speed (plain/urban/mountains): 25/25/19 kmh

med. armor speed (plain/urban/mountains): 30/24/12 kmh

armor car speed (plain/urban/mountains): 45/36/18 kmh

loading/unloading time (lvl1/lvl2/lvl3): 4.5/3.0/1.5 hours

speed on railway (lvl1/lvl2/lvl3): 50/70/90 kmh

As it is visible in the table, movement of troops by railway rolling stocks is expedient only on long distances, through mountain provinces or for low-speed units. To save time on loading and unloading it needs to build infrastructure in all provinces from start point to end point.

The destruction of infrastructure (for example by means of strategic bombing) in one of the provinces on route significantly increases the time of movement.

II. The Head Quarter

The Head Quarter (HQ) is a building that can be built in any province and it works

a) as the capital*:

  • Moral penalty from distance to capital is calculated as distance to the nearest HQ,
  • province receives bonus 25 points to target moral,
b) as hospitals and repair factories:

  • units receive bonus 25 points to target moral.

*The capital city is quasi the first HQ.

Distance calculated as fastest route of infantry units to the HQ including moving by railway rolling stock.

HQ can be built in any province, but with each new HQ is increased transport costs, which reduce the production of resources in all provinces (like corruption in Supremacy). The penalty is calculated with the construction of a third HQ (capital and first HQ have no effect), grows linearly, and can not be more than 15%.

III. Supplies and Moral

If a province where the troops are stationed has a connection to the HQ, the troops get supplies and their Moral is restored to the level of province Moral. The more supplies, the faster the recovery.

How many supplies will be delivered to the troops depends:

  • on the distance to the nearest HQ and
  • on the province Moral where troops are stationed.
No Moral regeneration when the troops are stationed in a province where Moral is lower than the Moral troops.

The Moral troops is drop only in the case if delivery of supplies are completely absent.

Inasmuch as the Moral restoration in the provinces with the HQ is maximal, then the HQ operate as hospitals and repair factories. The withdrawal to the HQ helping troops recover from Moral injury faster.

IV. Encirclement

If the troops are isolated and a province where they are stationed don't has a connection to the HQ, that is, the troops are in the encirclement, they lose 25 points of Moral daily. When the Moral drops to 0 the troops surrendering and disappear from the battlefield.

Appendix

The Moral formula

Daily Moral regeneration:

dM = a * 2 ^ (-r/b) * (m + mb - M)/100

where

a = 15 - the maximum Moral regeneration for the day,

b = 24 - a distance (hours) from the HQ where Moral regeneration is reduced by half,

r - the distance (hours) from the HQ,

m - the Moral province,

mb = 25 in province with HQ and =0 in province without HQ, bonus to target moral,

M - the current morale of the troops.

Table 2. Daily moral recovery depending on the distance to the HQ and moral of the province where troops are stationed

Graph 1. Moral regeneration versus time (days) in a provine with Moral 100.

Graph 2. Moral regeneration versus time (days) in a provine with Moral 50.

Thank you for your likes and comments! ;)

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46 Replies

I also think it's best to have this as a separate feature, at least first time it is introduced. Now, how do we lobby the game devs to give us this feature? :D

You could e-mail the devs(I have the e-mail for it) but I don't think they like that, so not an option. You could PM Pathos or Zarathursa(did I spell that right?) and see where you get, they are pretty high up in the Bytro chain of command I believe.

Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

Although people like Jaws and stuff pass on ideas they like, they could already be pestering the devs for this one and we don't know a thing about it.

Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

Well, from what I know in general, the thing about new features: it's a balance between what the users want and how difficult it is to code those features. Since this is not exactly a very easy feature to code, we should get a lot of users supporting it, at least, don't you think?

Yes. Polls do nothing(as far as I know), maybe an online signature thing? Are we able to do that? I don't think every forum member is active, out of the ones that are only a few post and I think most people don't like to have a presence. Some threads will have a load of views but only about 4 people actually posting on it so relying on something here isn't good. I would suggest a link to something outside of this where they can post anonymously but still get what they want across.

Forum ArmyField Marshall
Mess with the Bill, you get the scorn!

Magister Ludi wrote:

Military logistics

The present Simple Military Logistics Model would allow to simulate supply chain, thereby having increased importance of infrastructure, decrease in the troops efficiency at supply interruption and adds to game such military strategies and operations as:

  • troop withdrawal and reinforcements,
  • pincer movement and encirclement,
  • strategic bombing.

I. Transportation of Troops

If two adjacent provinces have at least level 1 infrastructure, there is possible to send the troops between these provinces by railway rolling stock.

It could look similar to port operations and the movement on oceans:

a) loading and unloading is allowed only in the center of a province in a place of roads crossing.

b) loading and unloading takes time and depends from infrastructure level.

c) at the time of loading, unloading and in the movement units are very vulnerable.

d) all units that use rolling stock moving at the equal speed which depends on the level of infrastructure and doesn't depend on terrain type.

Table 1. Movement time from Warsaw to Turin by the current rules and on rolling stocks.

In the table are used the following values:

infantry speed (plain/urban/mountains): 25/25/19 kmh

med. armor speed (plain/urban/mountains): 30/24/12 kmh

armor car speed (plain/urban/mountains): 45/36/18 kmh

loading/unloading time (lvl1/lvl2/lvl3): 4.5/3.0/1.5 hours

speed on railway (lvl1/lvl2/lvl3): 50/70/90 kmh

As it is visible in the table, movement of troops by railway rolling stocks is expedient only on long distances, through mountain provinces or for low-speed units. To save time on loading and unloading it needs to build infrastructure in all provinces from start point to end point.

The destruction of infrastructure (for example by means of strategic bombing) in one of the provinces on route significantly increases the time of movement.

II. The Head Quarter

The Head Quarter (HQ) is a building that can be built in any province and it works

a) as the capital*:

  • Moral penalty from distance to capital is calculated as distance to the nearest HQ,
  • province receives bonus 25 points to target moral,
b) as hospitals and repair factories:

  • units receive bonus 25 points to target moral.

*The capital city is quasi the first HQ.

Distance calculated as fastest route of infantry units to the HQ including moving by railway rolling stock.

HQ can be built in any province, but with each new HQ is increased transport costs, which reduce the production of resources in all provinces (like corruption in Supremacy). The penalty is calculated with the construction of a third HQ (capital and first HQ have no effect), grows linearly, and can not be more than 15%.

III. Supplies and Moral

If a province where the troops are stationed has a connection to the HQ, the troops get supplies and their Moral is restored to the level of province Moral. The more supplies, the faster the recovery.

How many supplies will be delivered to the troops depends:

  • on the distance to the nearest HQ and
  • on the province Moral where troops are stationed.
No Moral regeneration when the troops are stationed in a province where Moral is lower than the Moral troops.

The Moral troops is drop only in the case if delivery of supplies are completely absent.

Inasmuch as the Moral restoration in the provinces with the HQ is maximal, then the HQ operate as hospitals and repair factories. The withdrawal to the HQ helping troops recover from Moral injury faster.

IV. Encirclement

If the troops are isolated and a province where they are stationed don't has a connection to the HQ, that is, the troops are in the encirclement, they lose 25 points of Moral daily. When the Moral drops to 0 the troops surrendering and disappear from the battlefield.

Appendix

The Moral formula

Daily Moral regeneration:

dM = a * 2 ^ (-r/b) * (m + mb - M)/100

where

a = 15 - the maximum Moral regeneration for the day,

b = 24 - a distance (hours) from the HQ where Moral regeneration is reduced by half,

r - the distance (hours) from the HQ,

m - the Moral province,

mb = 25 in province with HQ and =0 in province without HQ, bonus to target moral,

M - the current morale of the troops.

Table 2. Daily moral recovery depending on the distance to the HQ and moral of the province where troops are stationed

Graph 1. Moral regeneration versus time (days) in a provine with Moral 100.

Graph 2. Moral regeneration versus time (days) in a provine with Moral 50.

Thank you for your likes and comments! ;)

My man, for the amount of research you put into this, it deserves a look by the devs.

I have never seen an idea planned out to finest detail like this.

I hereby award you, the Iron Cross

"If the tanks succeed, then victory follows."- H.Guderian
"Hit first ! Hit hard ! Keep on hitting ! ! (The 3 H's)" Admiral Jackie Fisher
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Crates: a Term used to define any unwanted and unneeded feature in CoW
Game Username: LordStark01

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